Orcust Deck #773900 — Yu-Gi-Oh! Master Duel

44 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Orcust Harp Horror x3. Created Oct 25, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 27, 2026
52± 8/ 100
Power Score
Structural 60
Reliability 50
Going First 64
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 64
Going Second 66
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Tempo
  • Format: master-duel

Legality

Main 44 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link and Xyz boss summons from the Extra Deck (Dingirsu, Enlilgirsu, Malevolent Scythe, Rusty Bardiche, Dark Rebellion), enabled by Orcust and Phantom Knights starters that reach the field from hand and GY.; Mulcharmy draw engine and hand-trap-supported board presence to win a long game when the Extra Deck line is interrupted.
  • Turn 1 (going first): Open a Phantom Knights or Orcust starter (Decayed Cloak, Doomed Soleret, Harp Horror, Girsu), search or revive a second body, and link or xyz into a DARK boss while holding Ash Blossom, Ghost Ogre or Droll for the opponent's first interaction.
  • Turn 2 (going second): Use the 8 hand traps (Ash, Ghost Ogre, Droll, Maxx C) and Dominus Impulse or Crescendo to break the opponent's first board, then rebuild through GY revival effects (Harp Horror, Cymbal Skeleton, Knightmare).
  • Recovery: Recur bodies from the GY via Harp Horror, Cymbal Skeleton and Knightmare, and use Orcustrated Babel or Mulcharmy draw effects to refill the hand after a disruption.
  • After siding: None. The list runs no Side Deck (side_count 0), so there is no post-side plan in this build.

Why it scores here

The deck reliably opens a starter: several 3-copy Orcust and Phantom Knights bodies, backed by 5 Mulcharmy draw cards, give a functional T1 more often than not, though the exact probability is an estimate (Inferred). Its interaction suite is the strongest part of the system, with 8 hand traps, Dominus Impulse, Orcust Crescendo, Crossout Designator and Umbrage Veil, which makes it hard to close out an opponent's first board (Inferred). Its Extra Deck bosses (Dingirsu, Enlilgirsu, Scythe, Rusty Bardiche) give a credible closing plan, but several of the 15 Extra slots (Exosister Karmael, Evilswarm Ophion, Cherubini) need support that is absent from the Main Deck and are close to dead. The score reflects consistency, median output and interaction at the system level, not the popularity of Orcust or an average of card scores. There is no combo-board data and no side deck, so the floor is text-only inference and post-side strength is unscored.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(≥1 of a 3-copy starter in 5 cards) ≈ 0.31 each, several such starters stacked; multi-starter union is high (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Mulcharmy and hand-trap redundancy cushion bricks, but some Extra-linked cards need absent support, so the brick rate is moderate (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable combo boards; ceiling is a text-based read of Orcust/Phantom Knights link and xyz routes (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards, so the median is unmeasured; scored conservatively below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Four hand traps plus GY revival effects give several independent recovery routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draw and Orcustrated Babel recursion offset spend, but no resource signature was recorded (Inferred)
D7 End-Board & Interaction Quality 74 26 removal-text and 11 negation-text cards with layered hand traps and trap negation (Inferred semantic, text-confirmed)
D8 Going-Second & Board-Breaking Power 70 Going-second hand-trap probability ≈ 0.72 with 8 hand traps and Dominus Impulse/Crescendo for board breaking (Inferred)
D9 Offensive Pressure & Closing Power 72 Bosses at 2500–2600 ATK (Dingirsu, Enlilgirsu, Karmael, Ophion, Dark Rebellion) give strong closing stats (Verified stats)
D10 Main Deck Efficiency & Flexibility 55 44-card main at the 40–60 range, but only 16.9% exact Orcust purity with several 1-of off-plan cards (Verified composition)
D11 Extra Deck Efficiency & Coverage 48 Extra Deck has 9 Link and 6 Xyz, but Karmael, Ophion and Cherubini lack their required material in the Main Deck (Verified composition, Inferred)
D12 Side Deck Adaptability 15 No Side Deck (side_count 0), so no adaptability to score; floor applied (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; kept neutral at 50 (Provisional)
D14 Pilotability & Error Tolerance 42 Three engines (Orcust, Phantom Knights, Mulcharmy) with many conditional summons and multi-step Extra Deck selection (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 60, Going First ≈ 64, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Engine conflicts and off-archetype dilution (-3); Dead Extra Deck slots (-2); No side deck (-2); Banlist exposure (-1); Hand-trap density (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*60 + 0.20*50 - 6 = 52

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Eight hand traps across four cards give interaction on both turn orders
  • Strong Extra Deck closing bosses at 2500–2600 ATK
  • Multiple recursion routes (Harp Horror, Cymbal Skeleton, Knightmare) support recovery
  • Mulcharmy draw engine adds card flow

Weaknesses

  • Three engines dilute consistency (16.9% exact archetype purity)
  • Several Extra Deck slots (Karmael, Ophion, Cherubini) lack their support in the Main Deck
  • No side deck, so no best-of-3 adaptation
  • High dependence on the Extra Deck to convert starters into a board

Critical choke points

  • Opening a 3-copy starter in the first five cards is roughly 31% per starter type, so T1 depends on several overlapping starters
  • Summon-condition chains (Phantom Knights from hand, Orcust GY revival) can stall if the opponent answers the first body
Priority Remove Add Reason
1 Exosister Karmael and Evilswarm Ophion (Extra Deck) A card from the archetype's usage core that the Main Deck can actually reach (verify text before adding; Longirsu and I:P Masquerena are listed at 82.8% inclusion) Both removed cards need Exosister or Lswarm material that this list does not run, so they are dead slots
2 One 1-of off-plan Main Deck card A Side Deck of up to 15 cards covering the most-played hand traps or negates A best-of-3 list with no Side Deck cannot adapt between games

Evidence & confidence

  • Verified: Legal in master-duel: 44 Main / 15 Extra / 0 Side within 40–60 / 0–15 / 0–15 limits; All five restricted cards run within legal copies (Limited x1, Semi-Limited x2); Exact archetype purity 16.9% and archetype spread from composition; Card stats and text from the card data
  • Observed: Usage statistics show the archetype core and its inclusion percentages
  • Inferred: Starter reliability ≈ 0.31 per 3-copy starter type in hand 5 (hypergeometric); Interaction density and going-second hand-trap strength from text; Combo ceiling and recovery read from card text rather than recorded boards
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (D13 kept neutral at 50)
  • Data gaps: No combos supplied (combos_evidence.total_combos = 0): combo floor, median and ceiling are text-only inference usage_statistics.in_this_deck is false for Extra Deck cards that the cards list shows as present (Knightmare Phoenix, Enlilgirsu, Galatea-I, Dingirsu, S:P Little Knight, Galatea), so missing_core is inconsistent with the deck. The usage join appears to cover the Main Deck only No tournament link: archetype meta-share and per-pilot record are absent No win-rate telemetry exists in YGOVN for going-first, going-second, matchup or brick rate Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null No Side Deck, so post-side performance cannot be scored

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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